Your First Game


This tutorial will guide you through making your first Godot project. You will learn how the Godot editor works, how to structure a project, and how to build a 2D game.


This project is an introduction to the Godot engine. It assumes that you have some programming experience already. If you’re new to programming entirely, you should start here: Scripting.

The game is called “Dodge the Creeps!”. Your character must move and avoid the enemies for as long as possible. Here is a preview of the final result:


Why 2D? 3D games are much more complex than 2D ones. You should stick to 2D until you have a good understanding of the game development process.

Project Setup

Launch Godot and create a new project. Then, download - the images and sounds you’ll be using to make the game. Unzip these files to your project folder.


For this tutorial, we will assume you are familiar with the editor. If you haven’t read Scenes and nodes, do so now for an explanation of setting up a project and using the editor.

This game will use portrait mode, so we need to adjust the size of the game window. Click on Project -> Project Settings -> Display -> Window and set “Width” to 480 and “Height” to 720.

Organizing the Project

In this project, we will make 3 independent scenes: Player, Mob, and HUD, which we will combine into the game’s Main scene. In a larger project, it might be useful to make folders to hold the various scenes and their scripts, but for this relatively small game, you can save your scenes and scripts in the root folder, referred to as res://. You can see your project folders in the FileSystem Dock in the upper left corner:


Player Scene

The first scene we will make defines the Player object. One of the benefits of creating a separate Player scene is that we can test it separately, even before we’ve created other parts of the game.

Node Structure

To begin, click the “Add/Create a New Node” button and add an Area2D node to the scene.


With Area2D we can detect objects that overlap or run into the player. Change its name to Player by clicking on the node’s name. This is the scene’s root node. We can add additional nodes to the player to add functionality.

Before we add any children to the Player node, we want to make sure we don’t accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock; its tooltip says “Makes sure the object’s children are not selectable.”


Save the scene. Click Scene -> Save, or press Ctrl+S on Windows/Linux or Command+S on Mac.


For this project, we will be following the Godot naming conventions. Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS.

Sprite Animation

Click on the Player node and add an AnimatedSprite node as a child. The AnimatedSprite will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An AnimatedSprite requires a SpriteFrames resource, which is a list of the animations it can display. To create one, find the Frames property in the Inspector and click “<null>” -> “New SpriteFrames”. Next, in the same location, click <SpriteFrames> to open the “SpriteFrames” panel:


On the left is a list of animations. Click the “default” one and rename it to “right”. Then click the “Add” button to create a second animation named “up”. Drag the two images for each animation, named playerGrey_up[1/2] and playerGrey_walk[1/2], into the “Animation Frames” side of the panel:


The player images are a bit too large for the game window, so we need to scale them down. Click on the AnimatedSprite node and set the Scale property to (0.5, 0.5). You can find it in the Inspector under the Node2D heading.


Finally, add a CollisionShape2D as a child of Player. This will determine the player’s “hitbox”, or the bounds of its collision area. For this character, a CapsuleShape2D node gives the best fit, so next to “Shape” in the Inspector, click “<null>”” -> “New CapsuleShape2D”. Resize the shape to cover the sprite:



Don’t scale the shape’s outline! Only use the size handles (circled in red) to adjust the shape!

When you’re finished, your Player scene should look like this:


Moving the Player

Now we need to add some functionality that we can’t get from a built-in node, so we’ll add a script. Click the Player node and click the “Add Script” button:


In the script settings window, you can leave the default settings alone. Just click “Create”:


If you’re creating a C# script or other languages, select the language from the language drop down menu before hitting create.



If this is your first time encountering GDScript, please read Scripting before continuing.

Start by declaring the member variables this object will need:

extends Area2D

export (int) var speed  # How fast the player will move (pixels/sec).
var screensize  # Size of the game window.
public class Player : Area2D
    public int Speed = 0; // How fast the player will move (pixels/sec).

    private Vector2 _screenSize; // Size of the game window.

Using the export keyword on the first variable speed allows us to set its value in the Inspector. This can be handy for values that you want to be able to adjust just like a node’s built-in properties. Click on the Player node and set the speed property to 400.


If you’re using C#, you need to restart godot editor temporarily to see exported variables in the editor until it’s fixed.


The _ready() function is called when a node enters the scene tree, which is a good time to find the size of the game window:

func _ready():
    screensize = get_viewport_rect().size
public override void _Ready()
    _screenSize = GetViewport().GetSize();

Now we can use the _process() function to define what the player will do. _process() is called every frame, so we’ll use it to update elements of our game which we expect will change often. Here we’ll make it:

  • Check for input.
  • Move in the given direction.
  • Play the appropriate animation.

First, we need to check for input - is the player pressing a key? For this game, we have 4 direction inputs to check. Input actions are defined in the Project Settings under “Input Map”. You can define custom events and assign different keys, mouse events, or other inputs to them. For this demo, we will use the default events that are assigned to the arrow keys on the keyboard.

You can detect whether a key is pressed using Input.is_action_pressed(), which returns true if it is pressed or false if it isn’t.

func _process(delta):
    var velocity = Vector2() # The player's movement vector.
    if Input.is_action_pressed("ui_right"):
        velocity.x += 1
    if Input.is_action_pressed("ui_left"):
        velocity.x -= 1
    if Input.is_action_pressed("ui_down"):
        velocity.y += 1
    if Input.is_action_pressed("ui_up"):
        velocity.y -= 1
    if velocity.length() > 0:
        velocity = velocity.normalized() * speed
public override void _Process(float delta)
    var velocity = new Vector2(); // The player's movement vector.
    if (Input.IsActionPressed("ui_right")) {
        velocity.x += 1;

    if (Input.IsActionPressed("ui_left")) {
        velocity.x -= 1;

    if (Input.IsActionPressed("ui_down")) {
        velocity.y += 1;

    if (Input.IsActionPressed("ui_up")) {
        velocity.y -= 1;

    var animatedSprite = (AnimatedSprite) GetNode("AnimatedSprite");
    if (velocity.Length() > 0) {
        velocity = velocity.Normalized() * Speed;
    } else {

We check each input and add/subtract from the velocity to obtain a total direction. For example, if you hold right and down at the same time, the resulting velocity vector will be (1, 1). In this case, since we’re adding a horizontal and a vertical movement, the player would move faster than if it just moved horizontally.

We can prevent that if we normalize the velocity, which means we set its length to 1, and multiply by the desired speed. This means no more fast diagonal movement.


If you’ve never used vector math before, or need a refresher, you can see an explanation of vector usage in Godot at Vector math. It’s good to know but won’t be necessary for the rest of this tutorial.

We also check whether the player is moving so we can start or stop the AnimatedSprite animation.


$ returns the node at the relative path from this node, or returns null if the node is not found. Since AnimatedSprite is a child of the current node, we can use $AnimatedSprite.

$ is shorthand for get_node(). So in the code above, $ is the same as get_node("AnimatedSprite").play().

Now that we have a movement direction, we can update Player’s position and use clamp() to prevent it from leaving the screen by adding the following to the bottom of the _process function:

position += velocity * delta
position.x = clamp(position.x, 0, screensize.x)
position.y = clamp(position.y, 0, screensize.y)
Position += velocity * delta;
Position = new Vector2(
    Mathf.Clamp(Position.x, 0, _screenSize.x),
    Mathf.Clamp(Position.y, 0, _screenSize.y)


Clamping a value means restricting it to a given range.

Click “Play Scene” (F6) and confirm you can move the player around the screen in all directions.


If you get an error in the “Debugger” panel that refers to a “null instance”, this likely means you spelled the node name wrong. Node names are case-sensitive and $NodeName or get_node("NodeName") must match the name you see in the scene tree.

Choosing Animations

Now that the player can move, we need to change which animation the AnimatedSprite is playing based on direction. We have a “right” animation, which should be flipped horizontally using the flip_h property for left movement, and an “up” animation, which should be flipped vertically with flip_v for downward movement. Let’s place this code at the end of our _process() function:

if velocity.x != 0:
    $AnimatedSprite.animation = "right"
    $AnimatedSprite.flip_v = false
    $AnimatedSprite.flip_h = velocity.x < 0
elif velocity.y != 0:
    $AnimatedSprite.animation = "up"
    $AnimatedSprite.flip_v = velocity.y > 0
if (velocity.x != 0) {
    animatedSprite.Animation = "right";
    animatedSprite.FlipH = velocity.x < 0;
    animatedSprite.FlipV = false;
} else if(velocity.y != 0) {
    animatedSprite.Animation = "up";
    animatedSprite.FlipV = velocity.y > 0;

Play the scene again and check that the animations are correct in each of the directions. When you’re sure the movement is working correctly, add this line to _ready() so the player will be hidden when the game starts:


Preparing for Collisions

We want Player to detect when it’s hit by an enemy, but we haven’t made any enemies yet! That’s OK, because we’re going to use Godot’s signal functionality to make it work.

Add the following at the top of the script, after extends Area2d:

signal hit
public delegate void Hit();

This defines a custom signal called “hit” that we will have our player emit (send out) when it collides with an enemy. We will use Area2D to detect the collision. Select the Player node and click the “Node” tab next to the Inspector tab to see the list of signals the player can emit:


Notice our custom “hit” signal is there as well! Since our enemies are going to be RigidBody2D nodes, we want the body_entered( Object body ) signal; this will be emitted when a body contacts the player. Click “Connect..” and then “Connect” again on the “Connecting Signal” window. We don’t need to change any of these settings - Godot will automatically create a function called _on_Player_body_entered in your player’s script.


When connecting a signal, instead of having Godot create a function for you, you can also give the name of an existing function that you want to link the signal to.

Add this code to the function:

func _on_Player_body_entered(body):
    hide() # Player disappears after being hit.
    $CollisionShape2D.disabled = true
public void OnPlayerBodyEntered(Godot.Object body)
    Hide(); // Player disappears after being hit.

    // For the sake of this example, but it's better to create a class var
    // then assign the variable inside _Ready()
    var collisionShape2D = (CollisionShape2D) GetNode("CollisionShape2D");
    collisionShape2D.Disabled = true;


Disabling the area’s collision shape means it won’t detect collisions. By turning it off, we make sure we don’t trigger the hit signal more than once.

The last piece for our player is to add a function we can call to reset the player when starting a new game.

func start(pos):
    position = pos
    $CollisionShape2D.disabled = false
public void Start(Vector2 pos)
    Position = pos;

    var collisionShape2D = (CollisionShape2D) GetNode("CollisionShape2D");
    collisionShape2D.Disabled = false;

Enemy Scene

Now it’s time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen and move in a random direction in a straight line, then despawn when they go offscreen.

We will build this into a Mob scene, which we can then instance to create any number of independent mobs in the game.

Node Setup

Click Scene -> New Scene and we’ll create the Mob.

The Mob scene will use the following nodes:

Don’t forget to set the children so they can’t be selected, like you did with the Player scene.

In the RigidBody2D properties, set Gravity Scale to 0, so the mob will not fall downward. In addition, under the PhysicsBody2D section, click the Mask property and uncheck the first box. This will ensure the mobs do not collide with each other.


Set up the AnimatedSprite like you did for the player. This time, we have 3 animations: fly, swim, and walk. Set the Playing property in the Inspector to “On” and adjust the “Speed (FPS)” setting as shown below. We’ll select one of these animations randomly so that the mobs will have some variety.


fly should be set to 3 FPS, with swim and walk set to 4 FPS.

Like the player images, these mob images need to be scaled down. Set the AnimatedSprite’s Scale property to (0.75, 0.75).

As in the Player scene, add a CapsuleShape2D for the collision. To align the shape with the image, you’ll need to set the Rotation Degrees property to 90 under Node2D.

Enemy Script

Add a script to the Mob and add the following member variables:

extends RigidBody2D

export (int) var min_speed # Minimum speed range.
export (int) var max_speed # Maximum speed range.
var mob_types = ["walk", "swim", "fly"]
public class Mob : RigidBody2D
    public int MinSpeed = 150; // Minimum speed range.

    public int MaxSpeed = 250; // Maximum speed range.

    private String[] _mobTypes = {"walk", "swim", "fly"};

We’ll pick a random value between min_speed and max_speed for how fast each mob will move (it would be boring if they were all moving at the same speed). Set them to 150 and 250 in the Inspector. We also have an array containing the names of the three animations, which we’ll use to select a random one.

Now let’s look at the rest of the script. In _ready() we randomly choose one of the three animation types:

func _ready():
    $AnimatedSprite.animation = mob_types[randi() % mob_types.size()]
public override void _Ready()
    var animatedSprite = (AnimatedSprite) GetNode("AnimatedSprite");

    // C# doesn't implement GDScript's random methods, so we use 'Random'
    // as an alternative.
    // Note: Never define random multiple times in real projects. Create a
    // class memory and reuse it to get true random numbers.
    var randomMob = new Random();
    animatedSprite.Animation = _mobTypes[randomMob.Next(0, _mobTypes.Length)];


You must use randomize() if you want your sequence of “random” numbers to be different every time you run the scene. We’re going to use randomize() in our Main scene, so we won’t need it here. randi() % n is the standard way to get a random integer between 0 and n-1.

The last piece is to make the mobs delete themselves when they leave the screen. Connect the screen_exited() signal of the Visibility node and add this code:

func _on_Visibility_screen_exited():
public void onVisibilityScreenExited()

This completes the Mob scene.

Main Scene

Now it’s time to bring it all together. Create a new scene and add a Node named Main. Click the “Instance” button and select your saved Player.tscn.



See Instancing to learn more about instancing.

Now add the following nodes as children of Main, and name them as shown (values are in seconds):

  • Timer (named MobTimer) - to control how often mobs spawn
  • Timer (named ScoreTimer) - to increment the score every second
  • Timer (named StartTimer) - to give a delay before starting
  • Position2D (named StartPosition) - to indicate the player’s start position

Set the Wait Time property of each of the Timer nodes as follows:

  • MobTimer: 0.5
  • ScoreTimer: 1
  • StartTimer: 2

In addition, set the One Shot property of StartTimer to “On” and set Position of the StartPosition node to (240, 450).

Spawning Mobs

The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a Path2D node named MobPath as a child of Main. When you select Path2D, you will see some new buttons at the top of the editor:


Select the middle one (“Add Point”) and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure “Snap to Grid” is checked. This option can be found under the “Snapping options” button to the left of the “Lock” button, appearing as a series of three vertical dots. Make sure that the “Use Snap” button is also enabled, which is to the left of “Snapping options”.



Draw the path in clockwise order, or your mobs will spawn pointing outwards instead of inwards!

After placing point 4 in the image, click the “Close Curve” button and your curve will be complete.

Now that the path is defined, add a PathFollow2D node as a child of MobPath and name it MobSpawnLocation. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path.

Main Script

Add a script to Main. At the top of the script we use export (PackedScene) to allow us to choose the Mob scene we want to instance.

extends Node

export (PackedScene) var Mob
var score

func _ready():
public class Main : Node
    public PackedScene Mob;

    public int Score = 0;

    // Note: We're going to use this many times, so instantiating it
    // allows our numbers to consistently be random.
    private Random rand = new Random();

    public override void _Ready()

    // We'll use this later because C# doesn't support GDScript's randi().
    private float RandRand(float min, float max)
        return (float) (rand.NextDouble() * (max - min) + min);

Drag Mob.tscn from the “FileSystem” panel and drop it in the Mob property under the Script Variables of the Main node.

Next, click on the Player and connect the hit signal. We want to make a new function named game_over, which will handle what needs to happen when a game ends. Type “game_over” in the “Method In Node” box at the bottom of the “Connecting Signal” window. Add the following code, as well as a new_game function to set everything up for a new game:

func game_over():

func new_game():
    score = 0
public void GameOver()
    var mobTimer = (Timer) GetNode("MobTimer");
    var scoreTimer = (Timer) GetNode("ScoreTimer");


public void NewGame()
    Score = 0;

    var player = (Player) GetNode("Player");
    var startTimer = (Timer) GetNode("StartTimer");
    var startPosition = (Position2D) GetNode("StartPosition");


Now connect the timeout() signal of each of the Timer nodes. StartTimer will start the other two timers. ScoreTimer will increment the score by 1.

func _on_StartTimer_timeout():

func _on_ScoreTimer_timeout():
    score += 1
public void OnStartTimerTimeout()
    var mobTimer = (Timer) GetNode("MobTimer");
    var scoreTimer = (Timer) GetNode("ScoreTimer");


public void OnScoreTimerTimeout()
    Score += 1;

In _on_MobTimer_timeout() we will create a mob instance, pick a random starting location along the Path2D, and set the mob in motion. The PathFollow2D node will automatically rotate as it follows the path, so we will use that to select the mob’s direction as well as its position.

Note that a new instance must be added to the scene using add_child().

func _on_MobTimer_timeout():
    # Choose a random location on Path2D.
    # Create a Mob instance and add it to the scene.
    var mob = Mob.instance()
    # Set the mob's direction perpendicular to the path direction.
    var direction = $MobPath/MobSpawnLocation.rotation + PI / 2
    # Set the mob's position to a random location.
    mob.position = $MobPath/MobSpawnLocation.position
    # Add some randomness to the direction.
    direction += rand_range(-PI / 4, PI / 4)
    mob.rotation = direction
    # Choose the velocity.
    mob.set_linear_velocity(Vector2(rand_range(mob.min_speed, mob.max_speed), 0).rotated(direction))
public void OnMobTimerTimeout()
    // Choose a random location on Path2D.
    var mobSpawnLocation = (PathFollow2D) GetNode("MobPath/MobSpawnLocation");

    // Create a Mob instance and add it to the scene.
    var mobInstance = (RigidBody2D) Mob.Instance();

    // Set the mob's direction perpendicular to the path direction.
    var direction = mobSpawnLocation.Rotation + Mathf.PI / 2;

    // Set the mob's position to a random location.
    mobInstance.Position = mobSpawnLocation.Position;

    // Add some randomness to the direction.
    direction += RandRand(-Mathf.PI / 4, Mathf.PI / 4);
    mobInstance.Rotation = direction;

    // Choose the velocity.
    mobInstance.SetLinearVelocity(new Vector2(RandRand(150f, 250f), 0).Rotated(direction));


In functions requiring angles, GDScript uses radians, not degrees. If you’re more comfortable working with degrees, you’ll need to use the deg2rad() and rad2deg() functions to convert between the two.


The final piece our game needs is a UI: an interface to display things like score, a “game over” message, and a restart button. Create a new scene, and add a CanvasLayer node named HUD. “HUD” stands for “heads-up display”, an informational display that appears as an overlay on top of the game view.

The CanvasLayer node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn’t covered up by any game elements like the player or mobs.

The HUD displays the following information:

  • Score, changed by ScoreTimer.
  • A message, such as “Game Over” or “Get Ready!”
  • A “Start” button to begin the game.

The basic node for UI elements is Control. To create our UI, we’ll use two types of Control nodes: Label and Button.

Create the following as children of the HUD node:


Anchors and Margins: Control nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node’s edges to its anchor. See Design interfaces with the Control nodes for more details.

Arrange the nodes as shown below. Click the “Anchor” button to set a Control node’s anchor:


You can drag the nodes to place them manually, or for more precise placement, use the following settings:


  • Layout: “Center Top”
  • Margin:
    • Left: -25
    • Top: 0
    • Right: 25
    • Bottom: 100
  • Text: 0


  • Layout: “Center”
  • Margin:
    • Left: -200
    • Top: -150
    • Right: 200
    • Bottom: 0
  • Text: Dodge the Creeps!


  • Layout: “Center Bottom”
  • Margin:
    • Left: -100
    • Top: -200
    • Right: 100
    • Bottom: -100
  • Text: Start

The default font for Control nodes is small and doesn’t scale well. There is a font file included in the game assets called “Xolonium-Regular.ttf”. To use this font, do the following for each of the three Control nodes:

  1. Under “Custom Fonts”, choose “New DynamicFont”
  1. Click on the “DynamicFont” you added, and under “Font Data”, choose “Load” and select the “Xolonium-Regular.ttf” file. You must also set the font’s Size. A setting of 64 works well.

Now add this script to HUD:

extends CanvasLayer

signal start_game
public class HUD : CanvasLayer
    public delegate void StartGame();

The start_game signal tells the Main node that the button has been pressed.

func show_message(text):
    $MessageLabel.text = text
public void ShowMessage(string text)
    var messageTimer = (Timer) GetNode("MessageTimer");
    var messageLabel = (Label) GetNode("MessageLabel");

    messageLabel.Text = text;

This function is called when we want to display a message temporarily, such as “Get Ready”. On the MessageTimer, set the Wait Time to 2 and set the One Shot property to “On”.

func show_game_over():
    show_message("Game Over")
    yield($MessageTimer, "timeout")
    $MessageLabel.text = "Dodge the\nCreeps!"
async public void ShowGameOver()
    var startButton = (Button) GetNode("StartButton");
    var messageTimer = (Timer) GetNode("MessageTimer");
    var messageLabel = (Label) GetNode("MessageLabel");

    ShowMessage("Game Over");
    await ToSignal(messageTimer, "timeout");
    messageLabel.Text = "Dodge the\nCreeps!";

This function is called when the player loses. It will show “Game Over” for 2 seconds, then return to the title screen and show the “Start” button.

func update_score(score):
    $ScoreLabel.text = str(score)
public void UpdateScore(int score)
    var scoreLabel = (Label) GetNode("ScoreLabel");
    scoreLabel.Text = score.ToString();

This function is called in Main whenever the score changes.

Connect the timeout() signal of MessageTimer and the pressed() signal of StartButton.

func _on_StartButton_pressed():

func _on_MessageTimer_timeout():
public void OnStartButtonPressed()
    var startButton = (Button) GetNode("StartButton");


public void OnMessageTimerTimeout()
    var messageLabel = (Label) GetNode("MessageLabel");

Connecting HUD to Main

Now that we’re done creating the HUD scene, save it and go back to Main. Instance the HUD scene in Main like you did the Player scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn’t miss anything:


Now we need to connect the HUD functionality to our Main script. This requires a few additions to the Main scene:

In the Node tab, connect the HUD’s start_game signal to the new_game() function.

In new_game(), update the score display and show the “Get Ready” message:

$HUD.show_message("Get Ready")
var hud = (HUD) GetNode("HUD");
hud.ShowMessage("Get Ready!");

In game_over() we need to call the corresponding HUD function:

var hud = (HUD) GetNode("HUD");

Finally, add this to _on_ScoreTimer_timeout() to keep the display in sync with the changing score:

var hud = (HUD) GetNode("HUD");

Now you’re ready to play! Click the “Play the Project” button. You will be asked to select a main scene, so choose Main.tscn.

Finishing Up

We have now completed all the functionality for our game. Below are some remaining steps to add a bit more “juice” to improve the game experience. Feel free to expand the gameplay with your own ideas.


The default gray background is not very appealing, so let’s change its color. One way to do this is to use a ColorRect node. Make it the first node under Main so that it will be drawn behind the other nodes. ColorRect only has one property: Color. Choose a color you like and drag the size of the ColorRect so that it covers the screen.

You can also add a background image, if you have one, by using a Sprite node.

Sound Effects

Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: “House In a Forest Loop.ogg” for background music, and “gameover.wav” for when the player loses.

Add two AudioStreamPlayer nodes as children of Main. Name one of them Music and the other DeathSound. On each one, click on the Stream property, select “Load”, and choose the corresponding audio file.

To play the music, add $ in the new_game() function and $Music.stop() in the game_over() function.

Finally, add $ in the game_over() function.


For one last bit of visual appeal, let’s add a trail effect to the player’s movement. Choose your Player scene and add a Particles2D node named Trail.

There are a large number of properties to choose from when configuring particles. Feel free to experiment and create different effects. For the effect in this example, use the following settings:


You also need to create a Material by clicking on <null> and then “New ParticlesMaterial”. The settings for that are below:


To make the gradient for the “Color Ramp” setting, we want a gradient taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) to 0.0 (fully transparent).

Click “New GradientTexture”, then under “Gradient”, click “New Gradient”. You’ll see a window like this:


The left and right boxes represent the start and end colors. Click on each and then click the large square on the right to choose the color. For the first color, set the A (alpha) value to around halfway. For the second, set it all the way to 0.

See also

See Particles2D for more details on using particle effects.

Project Files

You can find a completed version of this project here: